Files
GDevelop/Extensions/AnchorBehavior/tests/anchorruntimebehavior.spec.js
D8H 8e50ddefe4 Allow to configure object resources to be loaded independently from the scene (#8514)
- This is an advanced, experimental feature which is subject to changes. It's in most cases not useful, unless you have a large game or low end devices for which controlling memory usage is important. It's mostly useful to delay loading of large custom objects.
- Objects can be configured so that its resources are not loaded when the scene is loaded. Instead, you can use an action to manually load the resources used by it. When the loading is done (this can be checked using a condition), the object can then be created.
  Be careful: if an object assets are not loaded, it will be broken when displayed on screen.
2026-05-04 10:45:51 +02:00

754 lines
26 KiB
JavaScript

// @ts-check
describe('gdjs.AnchorRuntimeBehavior', () => {
const anchorBehaviorName = 'Anchor';
/** @type {gdjs.RuntimeGame} */
let runtimeGame;
/** @type {gdjs.RuntimeScene} */
let runtimeScene;
/** @type {gdjs.RuntimeLayer} */
let layer;
beforeEach(() => {
runtimeGame = gdjs.getPixiRuntimeGame({
propertiesOverrides: { windowHeight: 1000, windowWidth: 1000 },
});
runtimeScene = new gdjs.RuntimeScene(runtimeGame);
runtimeScene.loadFromScene({
sceneData: {
layers: [
{
name: '',
visibility: true,
cameras: [],
effects: [],
ambientLightColorR: 127,
ambientLightColorB: 127,
ambientLightColorG: 127,
isLightingLayer: false,
followBaseLayerCamera: false,
},
],
variables: [],
r: 0,
v: 0,
b: 0,
mangledName: 'Scene1',
name: 'Scene1',
stopSoundsOnStartup: false,
title: '',
behaviorsSharedData: [],
objects: [],
objectsGroups: [],
instances: [],
usedResources: [],
uiSettings: {
grid: false,
gridType: 'rectangular',
gridWidth: 10,
gridHeight: 10,
gridDepth: 10,
gridOffsetX: 0,
gridOffsetY: 0,
gridOffsetZ: 0,
gridColor: 0,
gridAlpha: 1,
snap: false,
},
},
usedExtensionsWithVariablesData: [],
});
layer = runtimeScene.getLayer('');
});
const setGameResolutionSizeAndStep = (width, height) => {
runtimeGame.setGameResolutionSize(width, height);
// This method is called by the main loop:
runtimeScene.onGameResolutionResized();
runtimeScene.renderAndStep(1000 / 60);
};
const setCamera = (x, y) => {
layer.setCameraX(x);
layer.setCameraY(y);
};
function createObject(behaviorProperties) {
const object = new gdjs.TestRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
name: anchorBehaviorName,
type: 'AnchorBehavior::AnchorBehavior',
// @ts-ignore - properties are not typed
rightEdgeAnchor: 0,
leftEdgeAnchor: 0,
topEdgeAnchor: 0,
bottomEdgeAnchor: 0,
relativeToOriginalWindowSize: true,
useLegacyBottomAndRightAnchors: false,
...behaviorProperties,
},
],
variables: [],
effects: [],
});
object.setCustomWidthAndHeight(10, 10);
runtimeScene.addObject(object);
return object;
}
const createSpriteWithOriginAtCenter = (behaviorProperties) => {
const object = new gdjs.TestSpriteRuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
name: anchorBehaviorName,
type: 'AnchorBehavior::AnchorBehavior',
// @ts-ignore - properties are not typed
rightEdgeAnchor: 0,
leftEdgeAnchor: 0,
topEdgeAnchor: 0,
bottomEdgeAnchor: 0,
relativeToOriginalWindowSize: false,
useLegacyBottomAndRightAnchors: false,
...behaviorProperties,
},
],
effects: [],
animations: [
{
name: 'animation',
directions: [
{
sprites: [
{
originPoint: { x: 50, y: 50 },
centerPoint: { x: 50, y: 50 },
points: [],
hasCustomCollisionMask: false,
customCollisionMask: [],
},
],
},
],
},
],
});
object.setUnscaledWidthAndHeight(100, 100);
object.setCustomWidthAndHeight(10, 10);
runtimeScene.addObject(object);
return object;
};
describe('(anchor horizontal edge)', () => {
describe('(basic)', () => {
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window left (fixed)`, () => {
const object = createObject({ [objectEdge]: 1 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(500);
expect(object.getWidth()).to.equal(10);
});
});
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window right (fixed)`, () => {
const object = createObject({ [objectEdge]: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1500);
expect(object.getY()).to.equal(500);
expect(object.getWidth()).to.equal(10);
});
});
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window center (fixed)`, () => {
const object = createObject({ [objectEdge]: 4 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1000);
expect(object.getY()).to.equal(500);
expect(object.getWidth()).to.equal(10);
});
});
it('anchors the right and left edge of an object (fixed)', () => {
const object = createObject({ leftEdgeAnchor: 1, rightEdgeAnchor: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(500);
expect(object.getWidth()).to.equal(1010);
});
it('anchors the left edge of an object (proportional)', () => {
const object = createObject({ leftEdgeAnchor: 3 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1000);
expect(object.getY()).to.equal(500);
expect(object.getWidth()).to.equal(10);
});
});
describe('(moving object)', () => {
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window left (fixed)`, () => {
const object = createObject({ [objectEdge]: 1 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(700);
expect(object.getWidth()).to.equal(10);
});
});
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window right (fixed)`, () => {
const object = createObject({ [objectEdge]: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1600);
expect(object.getY()).to.equal(700);
expect(object.getWidth()).to.equal(10);
});
});
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window center (fixed)`, () => {
const object = createObject({ [objectEdge]: 4 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1100);
expect(object.getY()).to.equal(700);
expect(object.getWidth()).to.equal(10);
});
});
it('anchors the right and left edge of an object (fixed)', () => {
const object = createObject({ leftEdgeAnchor: 1, rightEdgeAnchor: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(700);
expect(object.getWidth()).to.equal(1010);
});
it('anchors the left edge of an object (proportional)', () => {
const object = createObject({ leftEdgeAnchor: 3 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1200);
expect(object.getY()).to.equal(700);
expect(object.getWidth()).to.equal(10);
});
});
describe('(moving camera)', () => {
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window left (fixed)`, () => {
const object = createObject({ [objectEdge]: 1 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(800);
expect(object.getY()).to.equal(500);
expect(object.getWidth()).to.equal(10);
});
});
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window right (fixed)`, () => {
const object = createObject({ [objectEdge]: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1800);
expect(object.getY()).to.equal(500);
expect(object.getWidth()).to.equal(10);
});
});
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window center (fixed)`, () => {
const object = createObject({ [objectEdge]: 4 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1300);
expect(object.getY()).to.equal(500);
expect(object.getWidth()).to.equal(10);
});
});
it('anchors the right and left edge of an object (fixed)', () => {
const object = createObject({ leftEdgeAnchor: 1, rightEdgeAnchor: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(800);
expect(object.getY()).to.equal(500);
expect(object.getWidth()).to.equal(1010);
});
it('anchors the left edge of an object (proportional)', () => {
const object = createObject({ leftEdgeAnchor: 3 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1300);
expect(object.getY()).to.equal(500);
expect(object.getWidth()).to.equal(10);
});
});
describe('(moving object and camera)', () => {
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window left (fixed)`, () => {
const object = createObject({ [objectEdge]: 1 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(900);
expect(object.getY()).to.equal(700);
expect(object.getWidth()).to.equal(10);
});
});
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window right (fixed)`, () => {
const object = createObject({ [objectEdge]: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1900);
expect(object.getY()).to.equal(700);
expect(object.getWidth()).to.equal(10);
});
});
['rightEdgeAnchor', 'leftEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of an object to window center (fixed)`, () => {
const object = createObject({ [objectEdge]: 4 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1400);
expect(object.getY()).to.equal(700);
expect(object.getWidth()).to.equal(10);
});
});
it('anchors the right and left edge of an object (fixed)', () => {
const object = createObject({ leftEdgeAnchor: 1, rightEdgeAnchor: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(900);
expect(object.getY()).to.equal(700);
expect(object.getWidth()).to.equal(1010);
});
it('anchors the left edge of an object (proportional)', () => {
const object = createObject({ leftEdgeAnchor: 3 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(1500);
expect(object.getY()).to.equal(700);
expect(object.getWidth()).to.equal(10);
});
});
});
describe('(anchor vertical edge)', () => {
describe('(basic)', () => {
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window top (fixed)`, () => {
const object = createObject({ [objectEdge]: 1 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(500);
expect(object.getWidth()).to.equal(10);
});
});
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window bottom (fixed)`, () => {
const object = createObject({ [objectEdge]: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(1500);
expect(object.getWidth()).to.equal(10);
});
});
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window center (fixed)`, () => {
const object = createObject({ [objectEdge]: 4 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(1000);
expect(object.getWidth()).to.equal(10);
});
});
it('anchors the top and bottom edge of object (fixed)', () => {
const object = createObject({ topEdgeAnchor: 1, bottomEdgeAnchor: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(500);
expect(object.getHeight()).to.equal(1010);
});
it('anchors the top edge of object (proportional)', () => {
const object = createObject({ topEdgeAnchor: 3 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(1000);
expect(object.getWidth()).to.equal(10);
});
});
describe('(moving object)', () => {
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window top (fixed)`, () => {
const object = createObject({ [objectEdge]: 1 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(700);
expect(object.getWidth()).to.equal(10);
});
});
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window bottom (fixed)`, () => {
const object = createObject({ [objectEdge]: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(1700);
expect(object.getWidth()).to.equal(10);
});
});
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window center (fixed)`, () => {
const object = createObject({ [objectEdge]: 4 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(1200);
expect(object.getWidth()).to.equal(10);
});
});
it('anchors the top and bottom edge of object (fixed)', () => {
const object = createObject({ topEdgeAnchor: 1, bottomEdgeAnchor: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(700);
expect(object.getHeight()).to.equal(1010);
});
it('anchors the top edge of object (proportional)', () => {
const object = createObject({ topEdgeAnchor: 3 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(1400);
expect(object.getWidth()).to.equal(10);
});
});
describe('(moving camera)', () => {
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window top (fixed)`, () => {
const object = createObject({ [objectEdge]: 1 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(900);
expect(object.getWidth()).to.equal(10);
});
});
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window bottom (fixed)`, () => {
const object = createObject({ [objectEdge]: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(1900);
expect(object.getWidth()).to.equal(10);
});
});
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window center (fixed)`, () => {
const object = createObject({ [objectEdge]: 4 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(1400);
expect(object.getWidth()).to.equal(10);
});
});
it('anchors the top and bottom edge of object (fixed)', () => {
const object = createObject({ topEdgeAnchor: 1, bottomEdgeAnchor: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(900);
expect(object.getHeight()).to.equal(1010);
});
it('anchors the top edge of object (proportional)', () => {
const object = createObject({ topEdgeAnchor: 3 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(500);
expect(object.getY()).to.equal(1400);
expect(object.getWidth()).to.equal(10);
});
});
describe('(moving object and camera)', () => {
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window top (fixed)`, () => {
const object = createObject({ [objectEdge]: 1 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(1100);
expect(object.getWidth()).to.equal(10);
});
});
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window bottom (fixed)`, () => {
const object = createObject({ [objectEdge]: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(2100);
expect(object.getWidth()).to.equal(10);
});
});
['topEdgeAnchor', 'bottomEdgeAnchor'].forEach((objectEdge) => {
it(`anchors the ${objectEdge} edge of object to window center (fixed)`, () => {
const object = createObject({ [objectEdge]: 4 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(1600);
expect(object.getWidth()).to.equal(10);
});
});
it('anchors the top and bottom edge of object (fixed)', () => {
const object = createObject({ topEdgeAnchor: 1, bottomEdgeAnchor: 2 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(1100);
expect(object.getHeight()).to.equal(1010);
});
it('anchors the top edge of object (proportional)', () => {
const object = createObject({ topEdgeAnchor: 3 });
object.setPosition(500, 500);
runtimeScene.renderAndStep(1000 / 60);
object.setPosition(600, 700);
setCamera(1300, 1400);
setGameResolutionSizeAndStep(2000, 2000);
expect(object.getX()).to.equal(600);
expect(object.getY()).to.equal(1800);
expect(object.getWidth()).to.equal(10);
});
});
});
it('can fill the screen with an object (with custom origin)', () => {
setGameResolutionSizeAndStep(1000, 500);
const object = createSpriteWithOriginAtCenter({
leftEdgeAnchor: 1,
topEdgeAnchor: 1,
rightEdgeAnchor: 2,
bottomEdgeAnchor: 2,
});
object.setCustomWidthAndHeight(1000, 500);
object.setPosition(500, 250);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 3000);
expect(object.getX()).to.equal(1000);
expect(object.getY()).to.equal(1500);
expect(object.getWidth()).to.equal(2000);
expect(object.getHeight()).to.equal(3000);
});
it('can fill the screen with an object using proportional anchors (with custom origin)', () => {
setGameResolutionSizeAndStep(1000, 500);
const object = createSpriteWithOriginAtCenter({
leftEdgeAnchor: 3,
topEdgeAnchor: 3,
rightEdgeAnchor: 3,
bottomEdgeAnchor: 3,
});
object.setCustomWidthAndHeight(1000, 500);
object.setPosition(500, 250);
runtimeScene.renderAndStep(1000 / 60);
setGameResolutionSizeAndStep(2000, 3000);
expect(object.getX()).to.equal(1000);
expect(object.getY()).to.equal(1500);
expect(object.getWidth()).to.equal(2000);
expect(object.getHeight()).to.equal(3000);
});
});